10 KiB
🎮 EXISTING GAME ANALYSIS - Integration Opportunities
Created: January 4, 2026 - 12:58 CET
Purpose: Identify what can be done WITHOUT waiting for sprites
📊 CURRENT GAME STATE
Existing Scenes:
✅ BootScene.js
✅ PreloadScene.js
✅ DemoScene.js
✅ DemoSceneEnhanced.js
✅ GameScene.js (97KB! Main game)
✅ UIScene.js (101KB! UI layer)
✅ PrologueScene.js
✅ StoryScene.js
✅ TiledTestScene.js
✅ TownSquareScene.js
Existing Systems (src/systems/):
✅ MiningSystem.js (476 lines) - ALREADY EXISTS!
✅ 143 total system files in directory
🔨 WHAT WE CAN DO RIGHT NOW (No sprites needed!)
1. INTEGRATE MASTER SYSTEMS MANAGER ✅ Highest Priority
Location: GameScene.js or new MainGameScene.js
What: Add our MasterGameSystemsManager to existing game
Steps:
// In GameScene.js create() method
import MasterGameSystemsManager from './systems/MasterGameSystemsManager.js';
this.masterSystems = new MasterGameSystemsManager(this);
Benefits:
- All 9 systems instantly available
- Cross-system events working
- Save/load infrastructure
- No sprites required!
Testing: Use console to test systems
// In browser console
game.scene.scenes[0].masterSystems.sleepSystem.sleep()
game.scene.scenes[0].masterSystems.craftingSystem.canCraft('wooden_hoe')
2. TEST SLEEP SYSTEM ✅ Can work with placeholders
What: Test sleep mechanics without bed sprites
Approach:
// Use simple rectangle as placeholder bed
const placeholderBed = this.add.rectangle(400, 300, 64, 64, 0xff00ff);
placeholderBed.setInteractive();
placeholderBed.on('pointerdown', () => {
this.masterSystems.sleepSystem.sleep();
});
Tests:
- Energy depletes over time
- Can sleep at night (8 PM - 2 AM)
- Energy restores after sleep
- Dream/nightmare mechanics trigger
- Time advances 8 hours
- Wake up at correct time
No sprites needed! Just test functionality.
3. TEST CRAFTING SYSTEM ✅ Console-based testing
What: Test recipe validation and crafting logic
Approach:
// Console testing
const crafting = game.scene.scenes[0].masterSystems.craftingSystem;
// Test recipe checking
crafting.canCraft('wooden_hoe');
// Returns: {canCraft: false, reason: 'Missing ingredients', missingIngredients: [{item: 'wood', have: 0, need: 10}]}
// Mock giving player items
game.player.inventory.addItem('wood', 20);
game.player.inventory.addItem('rope', 5);
// Test crafting
crafting.craft('wooden_hoe', 1);
// Returns: {success: true, message: 'Crafting 1x Wooden Hoe... (5s)'}
// Wait 5 seconds...
// Check if item added to inventory
game.player.inventory.hasItem('wooden_hoe');
Tests:
- Ingredient validation works
- Crafting time calculation
- Queue system functions
- Item granted on completion
- Batch crafting works
No sprites needed! Pure logic testing.
4. TEST TOWN GROWTH LOGIC ✅ Data-driven testing
What: Test population unlock requirements
Approach:
const town = game.scene.scenes[0].masterSystems.townGrowthSystem;
// Check current population
console.log(`Population: ${town.population}/${town.maxPopulation}`);
// Check unlock requirements
town.populationSlots.forEach((slot, index) => {
if (!slot.unlocked) {
console.log(`Slot ${index}: ${JSON.stringify(slot.requirement)}`);
}
});
// Mock meeting requirements
game.player.farmLevel = 2;
game.player.money = 50000;
game.player.completedQuests.push('expand_town_1');
// Test unlock checking
const newUnlocks = town.checkPopulationUnlocks();
console.log(`New slots unlocked: ${newUnlocks}`);
Tests:
- Requirements validation works
- Population slots unlock correctly
- Services unlock at right population
- Town status updates (Village → City)
No sprites needed! Just logic testing.
5. CREATE SIMPLE TEST SCENE ✅ Best Approach!
What: Create minimal test scene for system testing
File: src/scenes/SystemsTestScene.js
import Phaser from 'phaser';
import MasterGameSystemsManager from '../systems/MasterGameSystemsManager.js';
export default class SystemsTestScene extends Phaser.Scene {
constructor() {
super({ key: 'SystemsTestScene' });
}
create() {
// Initialize master systems
this.masterSystems = new MasterGameSystemsManager(this);
// Mock player
this.player = {
energy: 100,
maxEnergy: 100,
money: 10000,
farmLevel: 1,
isMarried: false,
inventory: new Map(),
completedQuests: []
};
// Black background
this.cameras.main.setBackgroundColor('#000000');
// Draw test UI
this.createTestUI();
console.log('🧪 Systems Test Scene Loaded');
console.log('Access systems via: game.scene.scenes[0].masterSystems');
}
createTestUI() {
// Title
this.add.text(512, 50, 'SYSTEMS TEST SCENE', {
fontSize: '32px',
color: '#ffffff',
fontFamily: 'monospace'
}).setOrigin(0.5);
// Instructions
const instructions = [
'Test systems via browser console:',
'',
'const s = game.scene.scenes[0].masterSystems;',
's.sleepSystem.sleep();',
's.craftingSystem.canCraft("wooden_hoe");',
's.townGrowthSystem.population;',
'',
'Press ESC to return to main menu'
];
this.add.text(50, 150, instructions.join('\n'), {
fontSize: '16px',
color: '#00ff00',
fontFamily: 'monospace',
lineSpacing: 5
});
// ESC to exit
this.input.keyboard.on('keydown-ESC', () => {
this.scene.start('PreloadScene');
});
}
update(time, delta) {
// Update all systems
this.masterSystems.update(time, delta);
}
}
Add to game.js:
import SystemsTestScene from './scenes/SystemsTestScene.js';
scene: [BootScene, PreloadScene, SystemsTestScene, /* ...rest */]
Launch:
// In browser console
game.scene.start('SystemsTestScene');
Benefits:
- Test all systems in isolated environment
- No sprites required
- Console-based testing
- Can mock any data
6. SAVE/LOAD TESTING ✅ Critical!
What: Test save/load for all systems
Approach:
// Save
const saveData = game.scene.scenes[0].masterSystems.saveAllSystems();
console.log('Save Data:', saveData);
localStorage.setItem('game_save_test', JSON.stringify(saveData));
// Modify some state
game.player.money = 999999;
game.scene.scenes[0].masterSystems.townGrowthSystem.population = 20;
// Load
const loadedData = JSON.parse(localStorage.getItem('game_save_test'));
game.scene.scenes[0].masterSystems.loadAllSystems(loadedData);
// Verify
console.log('Money restored:', game.player.money);
console.log('Population restored:', game.scene.scenes[0].masterSystems.townGrowthSystem.population);
Tests:
- Save data structure valid
- All systems save correctly
- Load restores state
- No data loss
- Version compatibility
Critical for production!
7. EVENT SYSTEM TESTING ✅ Test cross-system communication
What: Verify events fire correctly
Approach:
// Listen for events
game.events.on('serviceUnlocked', (data) => {
console.log('🏛️ Service Unlocked:', data);
});
game.events.on('craftingCompleted', (data) => {
console.log('🔨 Crafting Complete:', data);
});
// Trigger events
game.scene.scenes[0].masterSystems.townGrowthSystem.population = 6;
game.scene.scenes[0].masterSystems.townGrowthSystem.updateTownServices();
// Should see 'serviceUnlocked' event
Tests:
- Events fire correctly
- Event data is complete
- Cross-system events work
- No event loops
8. PHASER INTEGRATION PRACTICE ✅ Learn existing structure
What: Study existing GameScene.js to understand integration points
View:
# Check GameScene structure
cat src/scenes/GameScene.js | grep "create()" -A 50
cat src/scenes/GameScene.js | grep "update(" -A 20
Learn:
- How existing systems are initialized
- Where to add new system calls
- UI integration patterns
- Event handling approach
Then: Plan exact integration points for our 9 systems
📋 PRIORITY ACTION LIST (No sprites needed!)
IMMEDIATE (Next 30 min):
- ✅ Create SystemsTestScene.js
- ✅ Add to game.js scenes array
- ✅ Launch test scene
- ✅ Test Sleep System (console)
- ✅ Test Crafting System (console)
NEXT (After test scene works):
- ✅ Test Save/Load system
- ✅ Test Event system
- ✅ Test Town Growth logic
- ✅ Document any bugs found
- ✅ Create bug fix list
LATER (After API reset, with sprites):
- ⏰ Generate remaining 15 sprites
- ⏰ Add sprites to test scene
- ⏰ Test visual interactions
- ⏰ Full integration into GameScene
🎯 TESTING GOALS
By End of Today:
- All 9 systems tested in console
- Save/Load verified working
- Event system functional
- Bug list created
- Integration plan documented
Why This Matters:
- Catch bugs BEFORE full integration
- Verify logic without visuals
- Prepare for smooth Phaser integration
- No wasted time waiting for API
💡 CONSOLE COMMANDS CHEAT SHEET
// Quick access
const s = game.scene.scenes[0].masterSystems;
const p = game.player;
// Sleep System
s.sleepSystem.sleep();
s.sleepSystem.canSleepNow();
s.sleepSystem.getCurrentBedInfo();
// Crafting
s.craftingSystem.canCraft('wooden_hoe');
s.craftingSystem.craft('wooden_hoe', 1);
s.craftingSystem.getCraftingUIData();
// Bakery
s.bakerySystem.buyItem('fresh_bread', 5);
s.bakerySystem.getShopUIData();
// Town Growth
s.townGrowthSystem.population;
s.townGrowthSystem.getTownGrowthUIData();
// Save/Load
const save = s.saveAllSystems();
s.loadAllSystems(save);
// Status
s.getAllSystemsStatus();
Created: January 4, 2026 - 12:58 CET
Status: Ready to test! NO sprites needed! 🚀